The interest in web 2.0 tools to support collaborative learning in higher education represents a confluence of different trends: the development of new web 2.0 tools to support online collaboration, the emergence of constructivist-based approaches to teaching and learning, and the need to create powerful and engaging learning environments. This paper presents two cases where theoretical principles from Storyline Method pedagogy are applied through the use of Web 2.0 technology. Two groups of English learners have developed their fictitious web 2.0 universe corresponding to their different learning goals: A group of Teacher Training students in Norway has created a fictitious school where task-based challenges have set a narrative in motion in which a fictitious community has grown to include sports groups, a newspaper and a toiletries company (Wikiwonder Inc.). The storyline has extended to Italy, where an English class at a graphic design school has been hired as the advertising agency to develop the advertising campaign for Wikiwonder’s products.
L’interesse per la tecnologia web 2.0 a supporto dell’apprendimento collaborativo nell’educazione superiore rappresenta la confluenza di differenti tendenze: lo sviluppo di nuovi strumenti a supporto della collaborazione online, l’emergere di approcci costruttivisti nell’insegnamento e nell’apprendimento, e la necessità di creare ambienti di apprendimento altamente motivanti. Questo testo presenta due casi in cui i principi teorici derivanti dal metodo pedagogico Storyline vengono applicati attraverso la tecnologia web 2.0. Due gruppi di apprendenti di lingua inglese hanno sviluppato un universo virtuale (ciascuno in base ai propri obiettivi didattici) all’interno di un ambiente web 2.0. Un gruppo di insegnanti specializzandi in Norvegia ha creato una scuola fittizia. Attività task-based hanno messo in moto una narrazione all’interno della quale una comunità fittizia è cresciuta al punto da includere gruppi sportivi, un giornale e una ditta di prodotti per l’igiene (Wikiwonder Inc.). Il filo rosso della narrazione si è quindi esteso all’Italia, dove una classe di studenti di un istituto grafico è stata « assunta » come agenzia pubblicitaria con l’obiettivo di sviluppare una campagna per i prodotti Wikiwonder.
(2010). Creating virtual worlds with meaning: case studies of Web 2.0 tools in higher education . In ISDM. Retrieved from http://hdl.handle.net/10446/152262
Creating virtual worlds with meaning: case studies of Web 2.0 tools in higher education
Ghezzi, Chiara
2010-01-01
Abstract
The interest in web 2.0 tools to support collaborative learning in higher education represents a confluence of different trends: the development of new web 2.0 tools to support online collaboration, the emergence of constructivist-based approaches to teaching and learning, and the need to create powerful and engaging learning environments. This paper presents two cases where theoretical principles from Storyline Method pedagogy are applied through the use of Web 2.0 technology. Two groups of English learners have developed their fictitious web 2.0 universe corresponding to their different learning goals: A group of Teacher Training students in Norway has created a fictitious school where task-based challenges have set a narrative in motion in which a fictitious community has grown to include sports groups, a newspaper and a toiletries company (Wikiwonder Inc.). The storyline has extended to Italy, where an English class at a graphic design school has been hired as the advertising agency to develop the advertising campaign for Wikiwonder’s products.File | Dimensione del file | Formato | |
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